/*
	Function: Quit

	Cleanly quits your program by Unloading the current screen, followed by the game.
*/
Quit();
/* 
	Function: CreateGraphicsWindow

	Creates a graphical window which will be used to render to. This function should
	only be called once, during the startup.

	Parameters:
		title - The title of the window.
		width - The width of the renderable area.
		height - The height of the renderable area.
		bitDepth - The bit depth value, normally 32.
		fullscreen - Should the program start in fullscreen mode?

	See Also:

		<DestroyGraphicsWindow>
*/
CreateGraphicsWindow(title, width, height, bitDepth, fullscreen);
/*
	Function: DestroyGraphicsWindow

	Destroys the current graphics window, this function should only be called
	on shutdown.

	See Also:

		<CreateGraphicsWindow>
*/
DestroyGraphicsWindow();
/*
	Function: RenderCurrentScreen

	Renders the currently active screen.

	See Also:

		<UpdateCurrentScreen>
*/
RenderCurrentScreen();
/*
	Function: UpdateCurrentScreen

	Updates the currently active screen.

	Parameter:
		
		delta - The delta time. You should pass in the delta parameter from the
				games update function if called from there.

	See Also

		<RenderCurrentScreen>
*/
UpdateCurrentScreen(delta);
/*
	Function: AddScreen

	Adds a screen script to the game. Screen scripts should be kept 
	in the folder '\Screens'.

	Parameters:

		name - The name of the screen, this should be the name of the file without
			   the extension.

	See Also:

		<SetScreen>
		<ChangeScreen>
*/
AddScreen(name);
/*
	Function: ChangeScreen

	Changes the current screen to the new one. This function will unload
	the current screen before loading the new one.

	Parameters:

		name - The name of the screen to change to.

	See Also:

		<SetScreen>
		<AddScreen>
*/
ChangeScreen(name);
/*
	Function: SetScreen

	Sets the current screen. This function will assume there was
	no screen before it and will not unload it so it should be used
	once to set the initial screen.

	Parameters:

		name - The name of the screen.

	See Also:

		<ChangeScreen>
		<AddScreen>
*/
SetScreen();
/*
	Function: HasFocus

	Checks if the program window has focus.

	Returns:

		A boolean storing the focus value.
*/
HasFocus();
/*
	Function: HideMouse

	Hides the system mouse while it is over the renderable area.

	See Also:

		<ShowMouse>
*/
HideMouse();
/*
	Function: ShowMouse

	Shows the system mouse.

	See Also:

		<HideMouse>
*/
ShowMouse();